HM128

Due to Search tool treat me as a spammer and I can't find anything in Google site:gtaforums.com, I will put a new topic here because I can't find a solution.I'm asking about VC LOD system. How it is possible, that few models has only ONE lod file?

There are ways to make a LOD file:model1.dffLODel1.dff

but there is a problem:model1.dffmodel2.dffmodel3.dffmodel4.dffLODmodelX.dff

I created something like that but LOD won't dissapear. Please help with that, I can't find anything about that.

MW_29

Due to Search tool treat me as a spammer and I can't find anything in Google site:gtaforums.com, I will put a new topic here because I can't find a solution.I'm asking about VC LOD system. How it is possible, that few models has only ONE lod file?

There are ways to make a LOD file:model1.dffLODel1.dff

but there is a problem:model1.dffmodel2.dffmodel3.dffmodel4.dffLODmodelX.dff

I created something like that but LOD won't dissapear. Please help with that, I can't find anything about that.

Yes, it is made like that i think to not have too many not necessary files, i mean rockstar did it that way: why create LOD files for some range of closely placed models and put every LOD model of such every object into an archive, instead just make one LOD model file which has attached these other nearby terrains/areas LOD models into it, to make one whole piece of terrain but builded as just one single LOD model which provides LOD for all those objects, then just this one of these non-LOD models has it's LOD model file while the rest of nearby objects simply do not. It's kind of economical for engine and archive. You can create LODs this way but remember that the drawing distance is counted from model pivot and not from it's bounds, which really matters in such roundabound modelling/mapping